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Overall though, I think it's mostly faithful to the original DLC, I do remember it being annoying, throwing enemies you don't have the artillery for or spawning Zumb'uls in your face with no time to react to their attacks.
- On the second level, in the second yeard - the column ornametns otside the temple, are black - they are lacking light interaction. Fix it.
- The red/orange light on the second level is little too much for me, but that's personal opinion. I see some people are happy with the light as it is.
- On the third level you should check the logical conditions, which are activating and deactivating the door to the next yard. For example: I locked myself in the yard with the giant sphinx, after the door to the next yard opened and closed in mid battle. After this the door controller seems to be disabled and the door refused to reopen, which forced me to replay the level.
- And that noclipping mode... You have to find what causes it and fix it. :)
- Why I can't see those levels in cooperative? Are they only SP?
though I did find a bug where the boss battle music reset every time you stepped through the drop thing, if you get what I'm saying (the hole in which you make it down to the throne room)
overall though, a highly enjoyable map pack(?) which I would play all over again
I can tell you put alot of work into this. It's visually one of the best Serious Sam Classic maps I have ever seen.
In the first map the shotgun spawn can telefrag you.
In the second map, shooting the bullseye and spawning the shotgun shells can also telefrag you. Shooting the bullseye is repeatable as well.
The door guarded by the reptiloid, rocketeers and kamikazies would not open. this is the area containing the building with the rocket launcher and double barrel shotgun, to be more specific.
Gorgeous looking map btw the lighting is fantastic.
This is all that I have run across so far but if there are any other instances like this you should double check.